Author: Brian Edwards
Publisher: Taylor & Francis
ISBN: 1134066813
Category : Architecture
Languages : en
Pages : 273
Book Description
This second edition is fully revised and updated and includes new chapters on sustainability, history and archaeology, designing through drawing and drawing in architectural practice. The book introduces design and graphic techniques aimed to help designers increase their understanding of buildings and places through drawing. For many, the camera has replaced the sketchbook, but here the author argues that freehand drawing as a means of analyzing and understanding buildings develops visual sensitivity and awareness of design. By combining design theory with practical lessons in drawing, Understanding Architecture Through Drawing encourages the use of the sketchbook as a creative and critical tool. The book is highly illustrated and is an essential manual on freehand drawing techniques for students of architecture, landscape architecture, town and country planning and urban design.
Understanding Architecture Through Drawing
Author: Brian Edwards
Publisher: Taylor & Francis
ISBN: 1134066813
Category : Architecture
Languages : en
Pages : 273
Book Description
This second edition is fully revised and updated and includes new chapters on sustainability, history and archaeology, designing through drawing and drawing in architectural practice. The book introduces design and graphic techniques aimed to help designers increase their understanding of buildings and places through drawing. For many, the camera has replaced the sketchbook, but here the author argues that freehand drawing as a means of analyzing and understanding buildings develops visual sensitivity and awareness of design. By combining design theory with practical lessons in drawing, Understanding Architecture Through Drawing encourages the use of the sketchbook as a creative and critical tool. The book is highly illustrated and is an essential manual on freehand drawing techniques for students of architecture, landscape architecture, town and country planning and urban design.
Publisher: Taylor & Francis
ISBN: 1134066813
Category : Architecture
Languages : en
Pages : 273
Book Description
This second edition is fully revised and updated and includes new chapters on sustainability, history and archaeology, designing through drawing and drawing in architectural practice. The book introduces design and graphic techniques aimed to help designers increase their understanding of buildings and places through drawing. For many, the camera has replaced the sketchbook, but here the author argues that freehand drawing as a means of analyzing and understanding buildings develops visual sensitivity and awareness of design. By combining design theory with practical lessons in drawing, Understanding Architecture Through Drawing encourages the use of the sketchbook as a creative and critical tool. The book is highly illustrated and is an essential manual on freehand drawing techniques for students of architecture, landscape architecture, town and country planning and urban design.
Cultural Techniques
Author: Bernhard Siegert
Publisher: Fordham Univ Press
ISBN: 0823263770
Category : Social Science
Languages : en
Pages : 287
Book Description
In a crucial shift within posthumanistic media studies, Bernhard Siegert dissolves the concept of media into a network of operations that reproduce, displace, process, and reflect the distinctions fundamental for a given culture. Cultural Techniques aims to forget our traditional understanding of media so as to redefine the concept through something more fundamental than the empiricist study of a medium’s individual or collective uses or of its cultural semantics or aesthetics. Rather, Siegert seeks to relocate media and culture on a level where the distinctions between object and performance, matter and form, human and nonhuman, sign and channel, the symbolic and the real are still in the process of becoming. The result is to turn ontology into a domain of all that is meant in German by the word Kultur. Cultural techniques comprise not only self-referential symbolic practices like reading, writing, counting, or image-making. The analysis of artifacts as cultural techniques emphasizes their ontological status as “in-betweens,” shifting from firstorder to second-order techniques, from the technical to the artistic, from object to sign, from the natural to the cultural, from the operational to the representational. Cultural Techniques ranges from seafaring, drafting, and eating to the production of the sign-signaldistinction in old and new media, to the reproduction of anthropological difference, to the study of trompe-l’oeils, grids, registers, and doors. Throughout, Siegert addresses fundamental questions of how ontological distinctions can be replaced by chains of operations that process those alleged ontological distinctions within the ontic. Grounding posthumanist theory both historically and technically, this book opens up a crucial dialogue between new German media theory and American postcybernetic discourses.
Publisher: Fordham Univ Press
ISBN: 0823263770
Category : Social Science
Languages : en
Pages : 287
Book Description
In a crucial shift within posthumanistic media studies, Bernhard Siegert dissolves the concept of media into a network of operations that reproduce, displace, process, and reflect the distinctions fundamental for a given culture. Cultural Techniques aims to forget our traditional understanding of media so as to redefine the concept through something more fundamental than the empiricist study of a medium’s individual or collective uses or of its cultural semantics or aesthetics. Rather, Siegert seeks to relocate media and culture on a level where the distinctions between object and performance, matter and form, human and nonhuman, sign and channel, the symbolic and the real are still in the process of becoming. The result is to turn ontology into a domain of all that is meant in German by the word Kultur. Cultural techniques comprise not only self-referential symbolic practices like reading, writing, counting, or image-making. The analysis of artifacts as cultural techniques emphasizes their ontological status as “in-betweens,” shifting from firstorder to second-order techniques, from the technical to the artistic, from object to sign, from the natural to the cultural, from the operational to the representational. Cultural Techniques ranges from seafaring, drafting, and eating to the production of the sign-signaldistinction in old and new media, to the reproduction of anthropological difference, to the study of trompe-l’oeils, grids, registers, and doors. Throughout, Siegert addresses fundamental questions of how ontological distinctions can be replaced by chains of operations that process those alleged ontological distinctions within the ontic. Grounding posthumanist theory both historically and technically, this book opens up a crucial dialogue between new German media theory and American postcybernetic discourses.
Renaissance Fun
Author: Philip Steadman
Publisher: UCL Press
ISBN: 1787359158
Category : Art
Languages : en
Pages : 418
Book Description
Renaissance Fun is about the technology of Renaissance entertainments in stage machinery and theatrical special effects; in gardens and fountains; and in the automata and self-playing musical instruments that were installed in garden grottoes. How did the machines behind these shows work? How exactly were chariots filled with singers let down onto the stage? How were flaming dragons made to fly across the sky? How were seas created on stage? How did mechanical birds imitate real birdsong? What was ‘artificial music’, three centuries before Edison and the phonograph? How could pipe organs be driven and made to play themselves by waterpower alone? And who were the architects, engineers, and craftsmen who created these wonders? All these questions are answered. At the end of the book we visit the lost ‘garden of marvels’ at Pratolino with its many grottoes, automata and water jokes; and we attend the performance of Mercury and Mars in Parma in 1628, with its spectacular stage effects and its music by Claudio Monteverdi – one of the places where opera was born. Renaissance Fun is offered as an entertainment in itself. But behind the show is a more serious scholarly argument, centred on the enormous influence of two ancient writers on these subjects, Vitruvius and Hero. Vitruvius’s Ten Books on Architecture were widely studied by Renaissance theatre designers. Hero of Alexandria wrote the Pneumatics, a collection of designs for surprising and entertaining devices that were the models for sixteenth and seventeenth century automata. A second book by Hero On Automata-Making – much less well known, then and now – describes two miniature theatres that presented plays without human intervention. One of these, it is argued, provided the model for the type of proscenium theatre introduced from the mid-sixteenth century, the generic design which is still built today. As the influence of Vitruvius waned, the influence of Hero grew.
Publisher: UCL Press
ISBN: 1787359158
Category : Art
Languages : en
Pages : 418
Book Description
Renaissance Fun is about the technology of Renaissance entertainments in stage machinery and theatrical special effects; in gardens and fountains; and in the automata and self-playing musical instruments that were installed in garden grottoes. How did the machines behind these shows work? How exactly were chariots filled with singers let down onto the stage? How were flaming dragons made to fly across the sky? How were seas created on stage? How did mechanical birds imitate real birdsong? What was ‘artificial music’, three centuries before Edison and the phonograph? How could pipe organs be driven and made to play themselves by waterpower alone? And who were the architects, engineers, and craftsmen who created these wonders? All these questions are answered. At the end of the book we visit the lost ‘garden of marvels’ at Pratolino with its many grottoes, automata and water jokes; and we attend the performance of Mercury and Mars in Parma in 1628, with its spectacular stage effects and its music by Claudio Monteverdi – one of the places where opera was born. Renaissance Fun is offered as an entertainment in itself. But behind the show is a more serious scholarly argument, centred on the enormous influence of two ancient writers on these subjects, Vitruvius and Hero. Vitruvius’s Ten Books on Architecture were widely studied by Renaissance theatre designers. Hero of Alexandria wrote the Pneumatics, a collection of designs for surprising and entertaining devices that were the models for sixteenth and seventeenth century automata. A second book by Hero On Automata-Making – much less well known, then and now – describes two miniature theatres that presented plays without human intervention. One of these, it is argued, provided the model for the type of proscenium theatre introduced from the mid-sixteenth century, the generic design which is still built today. As the influence of Vitruvius waned, the influence of Hero grew.
Atlas of Cyberspace
Author: Martin Dodge
Publisher: Addison-Wesley Professional
ISBN:
Category : Computers
Languages : en
Pages : 296
Book Description
"The Atlas of Cyberspace" is one of the first books to explore the new cartographic and visualization techniques being employed to map the spatial and visual nature of cyberspace and its infrastructure. Lavish illustrations and clear writing are aimed at the intelligent lay person and should appeal to all Web users.
Publisher: Addison-Wesley Professional
ISBN:
Category : Computers
Languages : en
Pages : 296
Book Description
"The Atlas of Cyberspace" is one of the first books to explore the new cartographic and visualization techniques being employed to map the spatial and visual nature of cyberspace and its infrastructure. Lavish illustrations and clear writing are aimed at the intelligent lay person and should appeal to all Web users.
Ultimate Game Design: Building Game Worlds
Author: Tom Meigs
Publisher: McGraw Hill Professional
ISBN: 9780072228991
Category : Computers
Languages : en
Pages : 372
Book Description
Build games with techniques and insights from a pro.
Publisher: McGraw Hill Professional
ISBN: 9780072228991
Category : Computers
Languages : en
Pages : 372
Book Description
Build games with techniques and insights from a pro.
Level Up!
Author: Scott Rogers
Publisher: John Wiley & Sons
ISBN: 0470970928
Category : Computers
Languages : en
Pages : 515
Book Description
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
Publisher: John Wiley & Sons
ISBN: 0470970928
Category : Computers
Languages : en
Pages : 515
Book Description
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
Just Draw Botanicals
Author: Helen Birch
Publisher: Quarto Publishing Group USA
ISBN: 0711251339
Category : Art
Languages : en
Pages : 211
Book Description
Petite in size but packed with inspiration, Just Draw Botanicals presents 90 beautiful, contemporary botanical artworks in a range of media and styles. Each spread includes a stunning work of art paired with a discussion of the artist’s approach to creating it, including the techniques employed. At the bottom of the page, find tips on the tools, materials and methods used to make the piece. A hyper-realistic blackberry, a watercolour sketch of a bunch of mint in a glass, a detailed scratchboard study of three pussy willow twigs, a tribal-style pattern inspired by different leaf shapes, an abstract image-transfer print of a milkweed plant… the techniques and subjects covered are diverse. With these and more artworks – created in a variety of media, including watercolour, coloured pencils, oil, pen and ink, mixed media and pencil – explore: Shape, form and light Harmonious colours Contrasting elements Fine detail Capturing movement Cropped compositions Using negative space Anatomical accuracy A visual index is included at the front of the book so you can easily skip to a style or colour palette that interests you. At the back of the book, find an overview of materials and tips for using them; a list of further resources, including books and websites; and two additional indexes, one by artist name and the other by subject. Whether you are an artist looking for fresh ideas for creating botanical art or simply enjoy looking at nature-inspired images, this portable volume is a rich resource.
Publisher: Quarto Publishing Group USA
ISBN: 0711251339
Category : Art
Languages : en
Pages : 211
Book Description
Petite in size but packed with inspiration, Just Draw Botanicals presents 90 beautiful, contemporary botanical artworks in a range of media and styles. Each spread includes a stunning work of art paired with a discussion of the artist’s approach to creating it, including the techniques employed. At the bottom of the page, find tips on the tools, materials and methods used to make the piece. A hyper-realistic blackberry, a watercolour sketch of a bunch of mint in a glass, a detailed scratchboard study of three pussy willow twigs, a tribal-style pattern inspired by different leaf shapes, an abstract image-transfer print of a milkweed plant… the techniques and subjects covered are diverse. With these and more artworks – created in a variety of media, including watercolour, coloured pencils, oil, pen and ink, mixed media and pencil – explore: Shape, form and light Harmonious colours Contrasting elements Fine detail Capturing movement Cropped compositions Using negative space Anatomical accuracy A visual index is included at the front of the book so you can easily skip to a style or colour palette that interests you. At the back of the book, find an overview of materials and tips for using them; a list of further resources, including books and websites; and two additional indexes, one by artist name and the other by subject. Whether you are an artist looking for fresh ideas for creating botanical art or simply enjoy looking at nature-inspired images, this portable volume is a rich resource.
Engineering and Design
Author: Us Army Corps Of Engineers
Publisher: Military Bookshop
ISBN: 9781780397603
Category : Technology & Engineering
Languages : en
Pages : 192
Book Description
This manual provides guidance on evaluating the condition of the concrete in a structure, relating the condition of the concrete to the underlying cause or causes of that condition, selecting an appropriate repair material and method for any deficiency found, and using the selected materials and methods to repair or rehabilitate the structure. Guidance is also included on maintenance of concrete and on preparation of concrete investigation reports for repair and rehabilitation projects. Considerations for certain specialized types of rehabilitation projects are also given.
Publisher: Military Bookshop
ISBN: 9781780397603
Category : Technology & Engineering
Languages : en
Pages : 192
Book Description
This manual provides guidance on evaluating the condition of the concrete in a structure, relating the condition of the concrete to the underlying cause or causes of that condition, selecting an appropriate repair material and method for any deficiency found, and using the selected materials and methods to repair or rehabilitate the structure. Guidance is also included on maintenance of concrete and on preparation of concrete investigation reports for repair and rehabilitation projects. Considerations for certain specialized types of rehabilitation projects are also given.
Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds
Author: L.A. Annetta
Publisher: Springer Science & Business Media
ISBN: 9460913296
Category : Education
Languages : en
Pages : 281
Book Description
In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.
Publisher: Springer Science & Business Media
ISBN: 9460913296
Category : Education
Languages : en
Pages : 281
Book Description
In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.
Wearable Robots
Author: José L. Pons
Publisher: John Wiley & Sons
ISBN: 0470987650
Category : Technology & Engineering
Languages : en
Pages : 358
Book Description
A wearable robot is a mechatronic system that is designed around the shape and function of the human body, with segments and joints corresponding to those of the person it is externally coupled with. Teleoperation and power amplification were the first applications, but after recent technological advances the range of application fields has widened. Increasing recognition from the scientific community means that this technology is now employed in telemanipulation, man-amplification, neuromotor control research and rehabilitation, and to assist with impaired human motor control. Logical in structure and original in its global orientation, this volume gives a full overview of wearable robotics, providing the reader with a complete understanding of the key applications and technologies suitable for its development. The main topics are demonstrated through two detailed case studies; one on a lower limb active orthosis for a human leg, and one on a wearable robot that suppresses upper limb tremor. These examples highlight the difficulties and potentialities in this area of technology, illustrating how design decisions should be made based on these. As well as discussing the cognitive interaction between human and robot, this comprehensive text also covers: the mechanics of the wearable robot and it’s biomechanical interaction with the user, including state-of-the-art technologies that enable sensory and motor interaction between human (biological) and wearable artificial (mechatronic) systems; the basis for bioinspiration and biomimetism, general rules for the development of biologically-inspired designs, and how these could serve recursively as biological models to explain biological systems; the study on the development of networks for wearable robotics. Wearable Robotics: Biomechatronic Exoskeletons will appeal to lecturers, senior undergraduate students, postgraduates and other researchers of medical, electrical and bio engineering who are interested in the area of assistive robotics. Active system developers in this sector of the engineering industry will also find it an informative and welcome resource.
Publisher: John Wiley & Sons
ISBN: 0470987650
Category : Technology & Engineering
Languages : en
Pages : 358
Book Description
A wearable robot is a mechatronic system that is designed around the shape and function of the human body, with segments and joints corresponding to those of the person it is externally coupled with. Teleoperation and power amplification were the first applications, but after recent technological advances the range of application fields has widened. Increasing recognition from the scientific community means that this technology is now employed in telemanipulation, man-amplification, neuromotor control research and rehabilitation, and to assist with impaired human motor control. Logical in structure and original in its global orientation, this volume gives a full overview of wearable robotics, providing the reader with a complete understanding of the key applications and technologies suitable for its development. The main topics are demonstrated through two detailed case studies; one on a lower limb active orthosis for a human leg, and one on a wearable robot that suppresses upper limb tremor. These examples highlight the difficulties and potentialities in this area of technology, illustrating how design decisions should be made based on these. As well as discussing the cognitive interaction between human and robot, this comprehensive text also covers: the mechanics of the wearable robot and it’s biomechanical interaction with the user, including state-of-the-art technologies that enable sensory and motor interaction between human (biological) and wearable artificial (mechatronic) systems; the basis for bioinspiration and biomimetism, general rules for the development of biologically-inspired designs, and how these could serve recursively as biological models to explain biological systems; the study on the development of networks for wearable robotics. Wearable Robotics: Biomechatronic Exoskeletons will appeal to lecturers, senior undergraduate students, postgraduates and other researchers of medical, electrical and bio engineering who are interested in the area of assistive robotics. Active system developers in this sector of the engineering industry will also find it an informative and welcome resource.